mirror of https://github.com/profan/ld-39-jam.git
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12
Asteroid.gd
12
Asteroid.gd
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@ -6,6 +6,7 @@ var rot_vel = 0
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var max_vel = 6 # pixels per second?
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var max_rot_vel = 2.5 # degrees per second
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var health = 100
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func _ready():
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randomize()
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@ -28,6 +29,9 @@ func wrap(v, v_min, v_max):
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return v_min - 1
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else:
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return v
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func explode():
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queue_free()
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func _fixed_process(delta):
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@ -36,6 +40,14 @@ func _fixed_process(delta):
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# cur_pos.y = wrap(cur_pos.y, 1, get_viewport().get_rect().size.y)
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# set_pos(cur_pos)
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if is_colliding():
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var e = get_collider()
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if e.type() == "Bullet":
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health -= 25
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if health <= 0:
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explode()
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self.move(velocity)
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self.rotate(rot_vel)
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@ -1,11 +1,19 @@
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[gd_scene load_steps=3 format=1]
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[gd_scene load_steps=4 format=1]
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[ext_resource path="res://Asteroid.gd" type="Script" id=1]
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[ext_resource path="res://raw/asteroid.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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custom_solver_bias = 0.0
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extents = Vector2( 25.1672, 26.3172 )
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[node name="Asteroid" type="KinematicBody2D"]
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input/pickable = false
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shapes/0/shape = SubResource( 1 )
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shapes/0/transform = Matrix32( 1, 0, 0, 1, -0.17482, 3.67132 )
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shapes/0/trigger = false
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collision/layers = 1
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collision/mask = 1
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collision/margin = 0.08
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@ -15,4 +23,11 @@ script/script = ExtResource( 1 )
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texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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transform/pos = Vector2( -0.17482, 3.67132 )
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shape = SubResource( 1 )
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trigger = false
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_update_shape_index = 0
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@ -11,9 +11,17 @@ func _ready():
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func fire(delta, vel, dir, speed):
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velocity = (vel.length() * dir + (dir * speed * delta))
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sprite.rotate(dir.angle())
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func type():
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return "Enemy"
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func _fixed_process(delta):
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move(velocity)
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lifetime -= delta
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if is_colliding():
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var e = get_collider()
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if lifetime <= 0:
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queue_free()
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16
Bullet.tscn
16
Bullet.tscn
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@ -1,11 +1,19 @@
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[gd_scene load_steps=3 format=1]
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[gd_scene load_steps=4 format=1]
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[ext_resource path="res://Bullet.gd" type="Script" id=1]
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[ext_resource path="res://raw/simple_bullet.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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custom_solver_bias = 0.0
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extents = Vector2( 0.99762, 3.98857 )
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[node name="Bullet" type="KinematicBody2D"]
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input/pickable = false
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shapes/0/shape = SubResource( 1 )
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shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
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shapes/0/trigger = false
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collision/layers = 1
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collision/mask = 1
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collision/margin = 0.08
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@ -15,4 +23,10 @@ script/script = ExtResource( 1 )
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texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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trigger = false
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_update_shape_index = 0
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@ -1,6 +1,7 @@
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extends KinematicBody2D
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var grunt_rot_speed = deg2rad(22.5) # degrees per second
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var current_target = null
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func _ready():
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var t = get_tree()
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:ee80f8310c0716d3d0f917da317607e0d9a20fa40ef02c9981f17d1f62bbe44e
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size 934
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oid sha256:19ae97544f084ae4390b575fbd44134e69ba056ca0993a50cdcda21008c5555c
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size 950
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:4f8b9553f7da9e0500ddfe73a11dcf865060d559fd6c9b929e1bed2aff6c13df
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size 720
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oid sha256:ca8e9d7504871a709af802f1057b1454f32629118ec00f754a84d9ebfd4c0dae
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size 732
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:ec423b64d26fc631e98da5910e9f22e0e758e12836a3e6409fac3d76ecc1f6ae
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size 1188
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oid sha256:47c369c1ae588c03991289f61ea8f4ee12f1027a071f98bc6d383b1fdf15eb25
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size 1262
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.3 KiB |
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